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Posted 19 October 2012 - 12:54 PM
Posted 19 October 2012 - 03:25 PM
As you will have about 100 vertices max, there is no reason to do it in GPU - calculate the positions (via sin/cos) on the CPU and store in VBO
1)How i can create the disk? with the sine/cosine and a step angle and for the fill? but is better on the shader(GLSL) or on the cpu ?
You are already at correct path
2)i wish parametrize the color for ex.
If i create a vbo with the color attribute every time that the color must change i must change the vbo.
Is not better using a uniform var with the color and matrixes for the scale/translate/rotate for the entities?